#version 450 layout(std140, push_constant) uniform Transform { mat4 matrix; } transf; layout(location = 0) in vec3 in_pos; layout(location = 1) in vec3 in_normal; layout(location = 2) in vec2 in_uv; layout(location = 0) out vec2 texCoord; void main() { gl_Position = transf.matrix * vec4(in_pos, 1.0); texCoord = in_uv; }